namespace Table.DataModel
{
    public class TableSailorSkill
    {
        /// <summary>
        ///技能Id 1W-2W正常小怪 2W-3W随机锁敌小怪 3W+用于世界BOSS
        /// </summary>
        public int SkillId;
        /// <summary>
        ///技能输出类型 1-输出 2-防御 3-治疗 4-控制
        /// </summary>
        public int SkillReleaseType;
        /// <summary>
        ///技能附带元素类型 （说明见sheet2）
        /// </summary>
        public int SkillElementType;
        /// <summary>
        ///技能状态属性
        /// </summary>
        public int[] SkillState;
        /// <summary>
        ///攻击方式 1-近战 2-远程
        /// </summary>
        public int AttackType;
        /// <summary>
        ///对应 SailorSkillAnimation表
        /// </summary>
        public int SailorSkillAnimationId;
        /// <summary>
        ///技能时长
        /// </summary>
        public double SkillLength;
        /// <summary>
        ///连击技能时长
        /// </summary>
        public double SkillComboLength;
        /// <summary>
        ///后摇时长 （有连击时长时不能有值，尽量用在终结技上）
        /// </summary>
        public double SkillLastLength;
        /// <summary>
        ///是否显示 总伤害 0-不显示 1-显示
        /// </summary>
        public int IsTotalDamageShow;
        /// <summary>
        ///显示总伤害的时间
        /// </summary>
        public double TotalDamageShowTimer;
        /// <summary>
        ///技能声音
        /// </summary>
        public string Audio;
        /// <summary>
        ///攻击站位类型 0-原地 1-近战，目标前 2-正对中间 3-中间 4-近战，目标中心 5-当前位置
        /// </summary>
        public int AttackStandType;
        /// <summary>
        ///攻击站位修正值
        /// </summary>
        public double AttackStandFixValue;
        /// <summary>
        ///摄像机大类型 0-近战 1-远程 2-不动
        /// </summary>
        public int CameraClass;
        /// <summary>
        ///摄像机是否动态的 0-不跟随 1-为跟随
        /// </summary>
        public int IsCameraDynamic;
        /// <summary>
        ///显示摄像机用远近修正值
        /// </summary>
        public double CameraSelectRuleHeightFix;
        /// <summary>
        ///显示摄像机用左右修正值
        /// </summary>
        public double CameraSelectRuleAboutFix;
        /// <summary>
        ///显示摄像机用上下修正值
        /// </summary>
        public double CameraSelectRuleUpDownFix;
        /// <summary>
        ///目标选取规则（中心点） 0-第一个 1-对位，优先攻击前排 2-对位，优先攻击后排 3-随机目标 4-血量最高的目标 5-血量最低的目标 6-绝对对位，打穿一条线
        /// </summary>
        public int TargetSelectRuleSingle;
        /// <summary>
        ///目标选取规则 SelectRuleMutiEnum表
        /// </summary>
        public int SelectRuleMuti;
        /// <summary>
        ///连击数
        /// </summary>
        public int ComboCounter;
        /// <summary>
        ///连击修正时间
        /// </summary>
        public double ComboFixTimeValue;
        /// <summary>
        ///死亡效果 0-普通 1-击飞
        /// </summary>
        public int DeadEffect;
        /// <summary>
        ///摄像机切回过程 0-硬切 1-转回来
        /// </summary>
        public int CamRevertType;
        /// <summary>
        ///显示切屏的时间点
        /// </summary>
        public double[] ShowCoverTime;
        /// <summary>
        ///显示切屏的类型 1-白屏 2-黑屏
        /// </summary>
        public int[] ShowCoverType;
        /// <summary>
        ///是否有单独的摄像机
        /// </summary>
        public int IsSpecialCam;
        /// <summary>
        ///摄机路径
        /// </summary>
        public string SpecialCamUrl;
        /// <summary>
        ///镜头技跳过的时间点
        /// </summary>
        public double SpecialCamSkipTimePoint;
        /// <summary>
        ///特殊镜头整体偏移量
        /// </summary>
        public string SpecialCamOffset;
        /// <summary>
        ///0-默认   1-直接回到原点   2-砸下来
        /// </summary>
        public int SpecialCamJumpBackType;
        /// <summary>
        ///是否为抓取技 （建议只有打单体的技能为抓取技）
        /// </summary>
        public int IsGrabbingSkill;
        /// <summary>
        ///0:英雄   1:技能特效（全局第一个）   2:被击特效（release第一个）
        /// </summary>
        public int GrabBoneSourceType;
        /// <summary>
        ///参照的骨骼名
        /// </summary>
        public string GrabBoneName;
        /// <summary>
        ///抓取的时间点
        /// </summary>
        public double GrabStartTime;
        /// <summary>
        ///抓取的持续时间
        /// </summary>
        public double GrabLastTime;
        /// <summary>
        ///各种特效
        /// </summary>
        public int[] Effects;
        /// <summary>
        ///
        /// </summary>
        public string[] EffBones;
        /// <summary>
        ///各种特效
        /// </summary>
        public int[] WEffects;
        /// <summary>
        ///
        /// </summary>
        public string[] WEffBones;
        /// <summary>
        ///
        /// </summary>
        public string[] ForceSelfPosition;
        /// <summary>
        ///光照特殊动画
        /// </summary>
        public string SpecialLightAnimResPath;
        /// <summary>
        ///特写特效id
        /// </summary>
        public int BuffFeatureEffectId;
    }
}
